With the death of Julius Caesar, Octavius, his adopted son, rose to power. In 27 BC, Octavius was awarded the title of Augustus and soon became the first Roman Emperor: Augustus Caesar. Players, in the role of representatives of the Emperor, compete to gather Senators to their side, control provinces and amass wealth, all to win the coveted title of Consul in the new game designed by Paolo Mori: Augustus. Augustus

In Augustus, Senators and Provinces are represented by two different types of cards collectively called “objectives”. The deck of 88 objectives is shuffled and five dealt out to the center of the table. Also on the table are bonus VP tiles (more on those later). Now six objectives are dealt to each player who chooses three of them (as starting objectives) and discards the rest. These will be the initial objectives that each player will try to control and controlling objectives is what Augustus is all about!

Everyone begins with 7 legions (meeples). There are 23 round “mobilization” tokens. These tokens depict items related to Rome such as swords, shields, daggers etc. There are also 2 tokens that depict ALL of the icons. These tokens are “wild” and may be used in the place of any icon. All of these are placed in a bag and one player, acting as “town crier”, draws tokens, one at a time, and announces them.

Senators and Provinces share similar characteristics: they require certain numbers of legions to “mobilize” and, when controlled, are worth Victory Points often offering bonuses and/or benefits as well. While Senators all fall into the same category, provinces come in three varieties: green, purple and orange. All objectives display icons on them which match some of the mobilization tokens. When a token is drawn, a player may move one of his legions from his supply (or from another tile) onto the tile’s icon space, one space per drawn token. Or a player may do nothing. The town crier continues to draw tiles until a “wild” token is drawn. After players place their legions then, ALL drawn tiles are replaced into the bag and the bag shifts clockwise to the next player who becomes the next “town crier” and play continues. But whenever a player manages to cover ALL the icons on a tile, things happen!

First of all, when an objective is completed (and becomes a “controlled” objective), players are supposed to shout “Ave Caesar”! (This, fortunately, is optional.) Otherwise, players completing a tile return used legions to their supply (to be reused) and collect any bonus/benefit that tile bestows. Bonuses/benefits vary and range from good to great. For example, some benefits allow you to immediately place additional legions on your unfinished tiles or possibly permit you to rearrange ALL the legions on your tiles. Some completed objectives will expand your legion holdings by giving you one or two more legions to place. Others will allow you to convert a drawn icon into another (an ability that can be invaluable in completing an objective). There is even a bonus that allows you to complete ANOTHER objective immediately! Other benefits award Victory Points at game’s end. Finally, there are “bonuses” (easily spotted with their red background) that cause damage to the OTHER players, either forcing them to remove legions from their objectives or even LOSE an already completed objective!

Once a player has “cashed in” his completed tile, that tile goes into his personal holdings and another objective from the five exposed in the center of the table is chosen to replace it. (Another tile is now added to the array so there are always five in play.)

Along the way, players can claim bonus tiles. These tiles grant Victory Points for their holder. Some tiles can be claimed by the first player to control three Senators or three of a certain color of Province or 1 color of each (and a Senator). Two Victory Point tiles (worth 5 VPs each) are available to the player who currently has the most Gold and/or Wheat (as depicted on controlled objectives). Ownership of these particular Victory Point tiles can shift as, to keep them, you need to have MORE of a resource than any other player. Another player tying you TAKES the tile away from you! (Ties are NOT friendly here.) Lastly, there are Bonus tiles for the number of controlled objectives you have but these bonuses are handled a bit differently.

Bonus tiles are available for controlling 2, 3, 4, 5 or 6 objectives, granting VPs on a sliding scale of from 2 to 10. Upon completing the specified number, a player may claim the appropriate bonus but… a player may only claim ONE of these tiles! If you claim the bonus for two controlled objectives, for example, you CANNOT claim any of the higher valued ones! This offers an interesting choice: grab a lesser valued bonus now or hope to complete more objectives BEFORE any of your opponents to get more VPs later! A tantalizing decision which lets you see how far you wish to push your luck!

When any player has completed his seventh objective, the round is finished (in case, more than one player has reached that goal) and the game ends. Victory Points, from completed objectives, from bonuses reaped from completed objectives and from any Bonus tiles claimed, are added. The player with the highest total is proclaimed Consul and wins! (Tie? Then the player with the most controlled Senators is victorious!)

Augustus is a game of high production values. The artwork is really excellent and the colors are easily distinguishable. (Gold and Wheat, the two commodities worth bonus VPs, appear big on the cards but, ironically, can sometimes be lost along with the other illustrations! Be aware!) The legions (meeples) in the game are all one color which is a nice touch for a family game (no arguing over who will be “blue” or “yellow” this time around). Play aid tiles, noting the distribution of the mobilization tiles, are provided. These are double-sided with the same information (for no apparent reason) but it’s curious that for a game that handles six, there are only four of these. And it’s clear that the game’s producers are fighting the fight for shelf space – the box is way bigger than it needs to be.

The game generally takes on a semi-solitaire aspect as interaction is subtle and limited in several ways. In choosing your initial objectives, you need to consider which three of your starting six place you in better position to claim bonus tiles (assuming, of course, that the draws go your way). When two or more players manage to complete a tile in the same round, order is determined by the number printed on the objective (from 1 to 88). Low number goes first. This can be important in claiming new objectives (from the array of five) or in claiming one of those bonus VP tiles. Less subtle are the effects of those red background bonuses which can (and often do) wreak havoc on your opponents but there are relatively few of these in the game.

When it comes to Augustus, it all boils down to players vying to make the most out of the same draws presented in a nicely crafted mix of luck and finesse with enough decisions to keep you involved. All of which makes Augustus a “friendly” and fun gaming experience, perfect for light gaming and families.

Summer 2013 GA Report Articles

Reviewed by: Kevin Whitmore(Rio Grande Games, 2 to 5 players, ages 8 and up, 30 minutes, $34.99) The year is 2097, the world is swathed in ice. Civilization has been swept aside, leaving few survivors who must band together for mutual defense and the quest for food. Tribes compete for limited resources, and only the biggest tribe will reign… It’s a bleak future that ...Read More

Reviewed by: Herb Levy(Hurrican, 2 to 6 players, ages 8 and up; about 30 minutes; $39.99) With the death of Julius Caesar, Octavius, his adopted son, rose to power. In 27 BC, Octavius was awarded the title of Augustus and soon became the first Roman Emperor: Augustus Caesar. Players, in the role of representatives of the Emperor, compete to gather Senators to their side, ...Read More

Reviewed by: Greg J. Schloesser(Alea/Ravensburger, 2 to 4 players, ages 12 and up, 90+ minutes; $59.99) Stefan Feld has developed quite the reputation for designing highly intricate games that contain a multitude of mechanisms, many of which are original and very clever. His designs are typically aimed at the strategy gamer rather than the family market. As such, dedicated gamers usually eagerly anticipate his ...Read More

Reviewed by: Herb Levy(Ravensburger, 2 to 4 players, ages 8 and up, 30-45 minutes; $39.99) Subtitled "a Strategic Construction Game", Casa Grande lives up to its name as players compete to build as many structures as they can in a relatively small area where the sky is the limit! Casa Grande, a Günter Burkhardt design, comes with building blocks, building platforms and player markers ...Read More

Reviewed by: Chris Kovac(Rio Grande Games, 2-5 players, ages 13 and up, 60 minutes; $54.95) Cinque Terre is a "pick up and deliver" game, designed by Chris Handy, challenging players to pick up and deliver produce to five scenic villages on the Italian Coast. The person who has generated the most points by the end of the game wins. Each player starts with a ...Read More

Reviewed by: Herb Levy(Mayfair Games, 3-5 players, ages 12 and up, 75-100 minutes; $35) In the mid 19th Century era of power politics in New York City, the Five Points area of Manhattan was known for crime, gangs and political corruption. Against this background, Andreas Steding has designed a game placing players into the heart of the struggle, competing to control neighborhoods and install ...Read More

[This issue features an analytic look at Tzolk'in: The Mayan Calendar by Joe Huber. To better understand Joe's "balancing act", it might be a good idea to refresh your memory of how the game works. Towards that end, we've "flashbacked" to the review of the game as it appeared in the Winter 2013 issue of Gamers Alliance Report.]Reviewed by: Herb Levy(Czech Games Edition/Rio ...Read More

[In this issue, we welcome Derek Croxton. Derek remembers when putting "dice" in a game title was only done sarcastically, as when referring to Avalon Hill's War at Sea game as "Dice at Sea". He got into the hobby via Dungeons & Dragons but quickly moved on to Titan and wargames. Like many gamers of a certain age, he has found his time too limited ...Read More

Reviewed by: Herb Levy(R&R Games, 2 to 6 players, ages 14 and up, 60 minutes; $29.99) It's back to the track with the latest entry in the stable of horse racing games: Homestretch, designed by Frank DiLorenzo. This game allows players to enjoy two sides of horseracing: ownership and betting. Each player begins with his own set of Bet tokens and a player token ...Read More

Reviewed by: Herb Levy(Nürnberger-Spielkarten-Verlag, 2 to 5 players, ages 8 and up, about 15 minutes; about $10) Dice are one of those game components that are game constants; you see them almost everywhere. But after years and years of taking them for granted, the attraction that gamers have for dice can wane until dice can often be, well, boring. And that's why, when a game ...Read More

Reviewed by: Herb Levy(Pegasus Spiele, 2 to 5 players, ages 10 and up, 45-60 minutes; $49.95) The beautiful city of Venice provides the setting as players, in the role of Venetian nobles, compete to exert influence while constructing bridges and gondolas to become the "eminence grise" of Venice in the new Stefan Feld design, Rialto. Rialto comes with player boards for each participant, councilmen ...Read More

Reviewed by: Andrea "Liga" Ligabue(Matagot/Asmodee, 1-6 players, ages 13 and up, 30-45 minutes; $34.99) As probably you already know from reading my reviews, I'm not a great fan of collaborative games. What is collaborative in the intent often degrades into a solo experience where one player drives the game for all. Throughout the years, designers have cleverly opted for different tricks to avoid this ...Read More

Reviewed by: Herb Levy(Out of the Box Games, 3 to 10 players, ages 10 and up, 20-30 minutes; $19.99) In the Old West, travelling salesmen often attempted to convince the local populace of the benefits of whatever elixir they had with them. The elixir, of dubious quality at best, was commonly and contemptuously called "snake oil". But whether that concoction had any value was ...Read More

The 3 R's Meet the 3 E's Growing up and going to school, all of us were inculcated with the three Rs - reading, writing and 'rithmatic. And those 3 Rs have served us well. Not only in our regular everyday lives but in our lives when it comes to gaming. Reading has been put to good use in pouring over hundreds (thousands) of rules ...Read More

Reviewed by: Pevans(Feuerland Spiele/Z-Man Games, 2-5 players, ages 12 and up, 90+ minutes; $79.99) I came to Terra Mystica late. I missed it at Spiel ’12, but noticed when several people mentioned it as one of their favourite games of last year. I somehow got the impression it was a card game, a notion that was rapidly dispelled when I saw the deep box ...Read More

[Throughout the years, Gamers Alliance has been fortunate in attracting to our pages some of the finest talent in the World of Games. One of those talents is Joe Huber. Not only is Joe knowledgeable about games from a design standpoint (after all, he is the author of several successful published games - with his Starship Merchants - co-designed with Tom Lehmann - recently featured ...Read More

If you enjoy games, then Gamers Alliance is right for you!

Our Mission

Excellence is not enough. Far too often, games worthy of attention escape the notice of the very gamers who would most appreciate them! Money is a factor too. A pretty box can be tempting. But can you really afford to gamble with your gaming dollars and hope you get lucky? Not really. So, what is the answer? Read our full mission.